/Engine/Source/Runtime/Engine/Public/SkeletalRenderPublic.h
Will force re-evaluating which Skin Weight buffer should be used for skinning, determined by checking for any override weights or a skin weight profile being set. This prevents re-creating the vertex factories, but rather updates the bindings in place.
void UpdateSkinWeightBuffer ( [USkinnedMeshComponent](API\Runtime\Engine\Components\USkinnedMeshComponent) * InMeshComponent )